W/Mo is still an awesome farmer, just that our last refuge has been nerfed into oblivion. Griffon/Mino runs in in the desert. Used to be able to get a few purples/maybe a gold every trip, now you're just swimming in Mino horns and iridescent griffon wings.
The UW solo build was too good to last forever.
It doesn't affect my solo build for anything but the UW, but I do miss the Prot Bond only because it made UW an easy source for money/ectos.
Gee whiz - now I'm gonna actually have to work for my UW ectos. I might have to actually think and pay attention if I'm solo farming in the UW now.
Actually, after playing a new build for a few days, I would have to say the nerf to Protective Bond is the best thing to happen to farmers. It's now a real adrenaline rush jumping into UW now and going for smite runs
Originally Posted by Red Sonya
... My biggest reason for nerfing it is because of the lack of monks available for groups now ... there's definitely a large population of warriors for groups so it's ok if they can solo stuff. ... Mesmers & Necros & Rangers also, but, not Elemetals, we need them for groups also ...
hey red sonya, get into a decent guild that is willing to do UW/FoW runs together, so you'll always have enough of each class on, instead of whining.
... My biggest reason for nerfing it is because of the lack of monks available for groups now ... there's definitely a large population of warriors for groups so it's ok if they can solo stuff. ... Mesmers & Necros & Rangers also, but, not Elemetals, we need them for groups also ...
hahahahahaha
hey red sonya, get into a decent guild (prefably a non-newbie one so everyone has at least 3 characters) that is willing to do UW/FoW runs together, so you'll always have enough of each class on, instead of whining.
i mean, hey, even though my guild is mainly PvP, we have enough people who are willing to PvE if we want to while others do GvGs. i'm sorry to others for going off on a tangent here, but that was an incredibly ridiculous reason
nerfing solo monks to hell won't make them easy to find. they weren't easy to find before the build. it hasn't become any harder since they became popular. if they nerf the 105 monks, they'll just quit playing. I'm sure none of the monks want to put up with any more PUG bullshit than they have to to get through the game already.
The problem I have is that the skill itself is rendered practically useless. A protection monk wouldn't use it in a fit with the amount of energy loss. Also, if what they're aiming for is to deter people from soloing, it hasn't made much of an impact, except making ectos more expensive.
You make an excellent point. The way pro bond was nerfed made it much harder for an energy conscious monk to carry and use. However, I could very well see an energy storage based E/mo using it.
Everyone was making such a big deal over nerfing the monks... it's funny... it's only because it was the "well known" class that could, and still can solo underworld...
Just a clue for all you brain dead people out there. You can solo underworld without even having "Mo" with in your character. Grow some balls and test some things out... there are better builds that take alot less effort...
I've solo'd with my earth elementalist(although i dont do the "mesmer" spawning quest) *shux what a loss... lol*, and have a build being made to solo it with a ranger... no reason to state anything further then that... use your imagination.
After the ranger, comes my solo necro character (Could get tricky, might need the "mo" secondary for that one)
I tried doing a W/N solo. Aura of Lich & sacrificing works fine. But I couldn't drain life fast enough to stay alive. N/Mo may be workable.
[QUOTE=zehly]But, to end on a positive note, I'd like to say that you can find a use for every skill, even the ones that you think have been nerfed. A.Net does spend a great deal of time analyzing statistics on skill builds and uses. Most of the time--according to what I've been told--they are busy testing it on internal servers.
QUOTE]
By analyzing statistics means that they go on all sorts of guildwars forums and read about builts and find some way to nerf them and screw everyone over.
I tried doing a W/N solo. Aura of Lich & sacrificing works fine. But I couldn't drain life fast enough to stay alive. N/Mo may be workable.
N/Mo works just fine for soloing UW in several ways, the best is simply using the exact same monk build... but that works for every caster. The other way is harder but not so easily interupted, and involves AotL/OoB. With Tainted Flesh and Zealots you can take out three aatxe at a time, if not more. Based on luck really.
It is a pain in the ass to keep hitting prot spirit, so I think I'll be making an earth ele soloer pretty soon.
Just think: Ward against Harm, Earthquake + Aftershock, Crystal Wave, Armor of Earth, Eruption, etc. Probably more to it but I'm sure you can get an Earth ele to solo status in no-time.
If anyone is already running one I'd love to hear their input on the build.
Tried it out; well, even with eng storage at max and running pro bond alone with its -1 regen and -3 per hit it still eats up to much eng to sustain. I tried ER for augmenting eng loss and that skill is just about a big a joke as the nerfed pro bond. I mean at max eng storage I get 5 eng per enhancement, so if I am running 3 I get 15 eng from it but it cost 10 to cast! What good is a whole +5 eng every 30 seconds going to do? ER is a total POS skill, it should cost zero eng to cast, it’s an elite for crap sake!
Was thinking of capping Ether Prodigy elite for +4 eng regen but you lose all enchantments and when Ether Prodigy ends, you take 2 damage for each point of energy you have. So if your are running 55 health and have more than 27 eng you are dead plus this spell causes exhaustion.
Another bad thing about an ele solo is that most spells take way to long to cast, way to long to recharge and are very easily interrupted. Needless to say thus far with my tests I have to give the invincible solo ele/mo build the big thumbs down.
Last edited by Cobalt; Aug 31, 2005 at 02:38 AM // 02:38..
Er...once you cast Ether Renewal, you are supposed to spam a bunch of 5 casting cost 1s spells...such as Flare (not for UW of course), or divine boon or something. If you pick a good spam spell, you can crank out 10 castings in the 10s duration of ER. Each casting gives you (using your example--did you include ER itself when adding up your enchantments?) 15E per spam, minus the cost of the spam, which is 5 usually. So 10E per spam. You should easily be able to fill your E to max by the time it runs out. Now the trick is surviving and having at least 15E free with ER cools down so you can use it again.
Now why would we make ER any more broken? Its already ludicrous with smite in pvp so why not give it no energy cost at all. That should make it super good :P
I am confused why one would run earth ele at 55 hp, I would see more at maximum HP with a crap load of enchants and damage reducers. But thats me. :P
Now why would we make ER any more broken? Its already ludicrous with smite in pvp so why not give it no energy cost at all. That should make it super good :P
I am confused why one would run earth ele at 55 hp, I would see more at maximum HP with a crap load of enchants and damage reducers. But thats me. :P
Not just you, thats what I had in mind.
Assload of armor and wards to nullify damage, and cast your balls off till you kill the enemy before you run dry. With Iron Mist you can give yourself an escape route if things get hairy.
I am confused why one would run earth ele at 55 hp, I would see more at maximum HP with a crap load of enchants and damage reducers. But thats me. :P
Same reason you would run a Monk at 55hp with prot bond or spirit, to give you the ability to keep your health regen as high or higher than the damage per hit you take.
Quote:
Originally Posted by Dazzler
Er...once you cast Ether Renewal, you are supposed to spam a bunch of 5 casting cost 1s spells...such as Flare (not for UW of course), or divine boon or something. If you pick a good spam spell, you can crank out 10 castings in the 10s duration of ER. Each casting gives you (using your example--did you include ER itself when adding up your enchantments?) 15E per spam, minus the cost of the spam, which is 5 usually. So 10E per spam. You should easily be able to fill your E to max by the time it runs out. Now the trick is surviving and having at least 15E free with ER cools down so you can use it again.
Looks I was using it wrong, I was thinking it was like monks blessed signet only giving you eng one time per cast depending on the number of enchantments you had up. I will have to play with it again.